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7 Jun 2015, 03:00 AM
#201
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

jump backJump back to quoted post7 Jun 2015, 02:39 AMCieZ


While you cannot fully control the specific formation of your squads, you can greatly influence them with proper orders. The game always shows you the preview of where the members will stand when you order them into a location. It's possible to issue multiple orders into the same area until you get the spread that you want.

It's not perfect, but it helps.


At least for infantry, there's also always "Hold down right mouse button and drag at the indicated spot for various formations" and I find that usually works for spreading troops out enough.
7 Jun 2015, 07:40 AM
#202
avatar of Squeaky Door 96

Posts: 192

Permanently Banned
jump backJump back to quoted post7 Jun 2015, 01:06 AMCieZ


1 - IS2 rear armor should be nerfed to bring the disparity between mediums and heavies into line. However other future changes might mitigate this.

2 - An IS2 shot will never bounce at any range on a StugE. Also, there is no side armor in this game.

3 - There is no such thing as side armor. A Panther will always penetrate the rear armor of an IS2, at all ranges. IS2s are super overpowered though, not defending the IS2, just the fact that you choose to mention this as an example of bad RNG. It's not.

4 - Mark Target does not have any affect whatsoever on penetration.

5 - Repeated abandons are funny, but yes, stupid.

6 - There is no RNG that goes into Grenades. They do fixed damage over the area, decreasing from the center of the explosion. It all depends on where the grenade is aimed and how much the squad is clumped up, and what cover they're in. No RNG.

7 - See above, no RNG with grenades.

8 - You're correct, flame crits are dumb.

9 - Rear armor on heavies is way too high across the board.

A lot of what you're mentioning aren't really good examples of bad RNG. Relic can take many easy steps to fix bad RNG, while keeping good RNG in the game.


1. I know the game only renders rear armor and front armor, yet it bounced from the side, what should have been coded as rear armor since it isn't front armor. Rear armor is done horrible in the game yeah.

2. I understand the disbelief, yet it did, the STUG-E was vet 3, had the skirtzen

3. The tiger I spoke about had a slither of healt left, 1 penetration away from death. It defeated both t34-85s after mark target ended.

4. Grenades still feel like rng for me...


7 Jun 2015, 10:35 AM
#203
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Some things:

-While it doesn't apply to all tanks, think about a 50/50 division on tanks. Wether a hit lands on the rear or the front it will counts towards which type of armor should apply. This also means that a shot coming from the front but landing on the rear side will count as a rear shot and the same thing if opposite. Side shots are basically a toin coss on where it will land.

-IS2 vs Stug E
IS2: 250-220-190
Stug E: 140/70
Vet2 armor buff 30% > 182/91
Vet2 armor + 3% armor bulletin > 187.46
Vet2 armor + 2x 3% armor bulletin > 193.08

Basically at vet2 with 2 bulletins which increase armor you have at max range a 1.6% chance of deflecting.

-Heavy/green cover affects explosion damage only if you are properly position. Light/yellow cover doesn't have a modifier against explosive damage.
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